HALF-LIFE PORTAL
Your Gate To Valve's Games www.hl-forum.de
PORTAL
FORUM
LOGIN
User oder E-mail:


Passwort:


oder
Registrieren
Passwort vergessen?
OpenID-Login
MISC
PARTNER

TF2 Crafting

Special Artworks by
Hayungs

Link us:
HL PORTAL

Support us:


HLPortal
auf Facebook

›› Willkommen!   ›› 95.412.729 Visits   ›› 18.316 registrierte User   ›› 16 Besucher online (0 auf dieser Seite)
23.789 Themen, 325.181 Beiträge  
    FORUM 

Thema-Ansicht


Forum > Editing > Mapping > [Portal 2]Himmel Problem
Status: Offen
7 Beiträge
Letzter Beitrag Seiten (1):  [1]


Autor Beitrag
# 1
Svendo  (111)
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 23.07.2011
6 Beiträge
[Portal 2]Himmel Problem
Hallo Leute,

ich hab ein Problem und zwar ich will in Portal 2 ein Himmel einfügen aber das Problem ist wenn ich den HDR Himmel einfüge(weil der halbwegs gut aussieht)ist die ganze map vom Himmel bedeckt.
Und noch was wie kann man in Portal 2 eigene Texturen einfügen z.B. Sky's und so was.

Mfg Svendo

Es gibt noch nen Bild dazu
Bild 1
[Beitrag wurde 1x editiert, zuletzt von Svendo am 23.07.2011, 22:54]
23.07.2011, 22:53 Uhr Anzeigen
# 2
Drakon  (28)
Nachricht offline
Ichthyosaur
11.350 Punkte
Dabei seit: 23.12.2007
4.165 Beiträge
Eigentlich ist das normal, dass dann die ganze map vom Himmel bedeckt ist. Aber z.b. Brushes und Gebäude gehen noch bzw. sind sichtbar?
____________________________________
24.07.2011, 10:24 Uhr Anzeigen
# 3
Svendo  (111)
Nachricht offline
Thread-Starter
Headcrab
0 Punkte
Dabei seit: 23.07.2011
6 Beiträge
Leider nicht man sieht nur noch den Himmel
24.07.2011, 14:23 Uhr Anzeigen
# 4
Drakon  (28)
Nachricht offline
Ichthyosaur
11.350 Punkte
Dabei seit: 23.12.2007
4.165 Beiträge
Poste mal den Compile Log.
____________________________________
24.07.2011, 16:48 Uhr Anzeigen
# 5
Svendo  (111)
Nachricht offline
Thread-Starter
Headcrab
0 Punkte
Dabei seit: 23.07.2011
6 Beiträge
Hier der Compile Log:
materialPath: e:program files (x86)steamsteamappscommonportal 2portal2materials
Loading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 128 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (381761 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1224 texinfos to 287
Reduced 63 texdatas to 53 (2102 bytes to 1771)
Writing e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.bsp
2 seconds elapsed



4 threads
reading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.bsp
reading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.prt
315 portalclusters
863 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 70 visible clusters (0.00%)
Total clusters visible: 19987
Average clusters visible: 63
Building PAS...
Average clusters audible: 139
visdatasize:17595 compressed from 25200
writing e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.bsp
2 seconds elapsed



[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.bsp
Loaded alpha texture materialsmodelsprops_foliageMall_trees_branches02.vtf
976 faces
94822 square feet [13654488.00 square inches]
9 Displacements
8694 Square Feet [1251965.50 Square Inches]
976 patches before subdivision
14854 patches after subdivision
130 direct lights
0...1...
WARNING: Too many light styles on a face at (1672.000000, 577.000000, -2104.000000)

WARNING: Too many light styles on a face at (1096.000000, 577.000000, -1416.000000)

WARNING: Too many light styles on a face at (1160.000000, 577.000000, -648.000000)

WARNING: Too many light styles on a face at (1096.000000, 577.000000, -648.000000)

WARNING: Too many light styles on a face at (1777.783447, 577.000000, -2410.661621)

WARNING: Too many light styles on a face at (1770.670044, 577.000000, -2396.000000)

WARNING: Too many light styles on a face at (1706.666626, 577.000000, -2519.999268)

WARNING: Too many light styles on a face at (1672.001099, 577.000000, -2410.673096)
2
WARNING: Too many light styles on a face at (1672.000000, 577.000000, -2120.000000)

WARNING: Too many light styles on a face at (1741.318359, 577.000000, -2388.667969)

WARNING: Too many light styles on a face at (1770.666748, 577.000000, -2506.666748)

WARNING: Too many light styles on a face at (1672.000000, 577.000000, -2248.000000)

WARNING: Too many light styles on a face at (1672.000000, 577.000000, -2536.000000)

WARNING: Too many light styles on a face at (1789.333374, 577.000000, -2474.666748)

WARNING: Too many light styles on a face at (1785.248779, 577.000000, -2407.466553)

WARNING: Too many light styles on a face at (1770.667114, 577.000000, -2314.666748)

WARNING: Too many light styles on a face at (1669.333008, 577.000000, -2490.666992)

WARNING: Too many light styles on a face at (1672.000000, 577.000000, -2312.000000)

WARNING: Too many light styles on a face at (1096.000000, 703.000000, -648.000000)

WARNING: Too many light styles on a face at (1096.000000, 703.000000, -1144.001099)

WARNING: Too many light styles on a face at (1672.000000, 703.000000, -2216.003662)

WARNING: Too many light styles on a face at (1672.000000, 703.000000, -2104.000000)
.
WARNING: Too many light styles on a face at (1160.000000, 703.000000, -648.000000)

WARNING: Too many light styles on a face at (1665.000000, 584.000000, -2216.003662)

WARNING: Too many light styles on a face at (1665.000000, 584.000000, -2088.000000)

WARNING: Too many light styles on a face at (1791.000000, 584.000000, -2216.003662)

WARNING: Too many light styles on a face at (1791.000000, 584.000000, -2104.000000)

WARNING: Too many light styles on a face at (1672.000000, 696.000000, -2559.000000)
.
WARNING: Too many light styles on a face at (1096.000000, 696.000000, -1471.000000)

WARNING: Too many light styles on a face at (1096.000000, 696.000000, -641.000000)

WARNING: Too many light styles on a face at (1151.000000, 584.000000, -1416.000000)

WARNING: Too many light styles on a face at (1151.000000, 584.000000, -904.000000)

WARNING: Too many light styles on a face at (1089.000000, 584.000000, -648.000000)

WARNING: Too many light styles on a face at (1089.000000, 584.000000, -1144.001099)

WARNING: Too many light styles on a face at (1089.000000, 584.000000, -1416.000000)
.
WARNING: Too many light styles on a face at (1736.000000, 570.000000, -2527.000000)

WARNING: Too many light styles on a face at (1688.707031, 569.999939, -2503.293945)

WARNING: Too many light styles on a face at (1667.373779, 569.999939, -2481.960938)

WARNING: Too many light styles on a face at (1748.625977, 569.999939, -2521.959961)

WARNING: Too many light styles on a face at (1715.114014, 570.000000, -2520.438477)

WARNING: Too many light styles on a face at (1701.780518, 570.000000, -2513.771973)
3
WARNING: Too many light styles on a face at (1096.000000, 568.000000, -1407.000000)

WARNING: Too many light styles on a face at (1089.000000, 520.000000, -1112.000000)

WARNING: Too many light styles on a face at (1151.000000, 520.000000, -1112.000000)
...
WARNING: Too many light styles on a face at (1151.000000, 456.000061, -1240.000000)

WARNING: Too many light styles on a face at (1089.000000, 456.000000, -1240.000000)

WARNING: Too many light styles on a face at (1096.000000, 504.000000, -1407.000000)
4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1262624, max 421
transfer lists: 9.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(81837, 84535, 74898)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(50425, 51547, 44225)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(32604, 33299, 28105)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(21512, 21960, 18237)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(14356, 14667, 11992)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(9643, 9857, 7926)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(6510, 6658, 5261)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(4410, 4512, 3501)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2997, 3067, 2335)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2043, 2090, 1561)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1396, 1428, 1045)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(957, 979, 701)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(658, 672, 472)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(453, 463, 318)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(313, 320, 215)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(217, 222, 146)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(151, 154, 99)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(105, 108, 67)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(74, 75, 46)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(52, 53, 31)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(37, 37, 22)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(26, 26, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(18, 19, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(13, 13, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #25 added RGB(9, 10, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #26 added RGB(7, 7, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #27 added RGB(5, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #28 added RGB(4, 4, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #29 added RGB(3, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #30 added RGB(2, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #31 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #32 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #33 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
94 of 94 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 69/1024 3312/49152 ( 6.7%)
brushes 1081/8192 12972/98304 (13.2%)
brushsides 7768/65536 62144/524288 (11.9%)
planes 3114/65536 62280/1310720 ( 4.8%)
vertexes 3819/65536 45828/786432 ( 5.8%)
nodes 1574/65536 50368/2097152 ( 2.4%)
texinfos 287/12288 20664/884736 ( 2.3%)
texdata 53/2048 1696/65536 ( 2.6%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 2601/0 52020/0 ( 0.0%)
disp_tris 4608/0 9216/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 25026/0 25026/0 ( 0.0%)
faces 976/65536 54656/3670016 ( 1.5%)
hdr faces 976/65536 54656/3670016 ( 1.5%)
origfaces 831/65536 46536/3670016 ( 1.3%)
facebrushes 664/0 1328/0 ( 0.0%)
facebrushlists 976/0 3904/0 ( 0.0%)
leaves 1644/65536 52608/2097152 ( 2.5%)
leaffaces 1071/65536 2142/131072 ( 1.6%)
leafbrushes 1741/65536 3482/131072 ( 2.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 7819/512000 31276/2048000 ( 1.5%)
edges 5066/256000 20264/1024000 ( 2.0%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 130/8192 13000/819200 ( 1.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 112/32768 1120/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1806/65536 3612/131072 ( 2.8%)
cubemapsamples 18/1024 288/16384 ( 1.8%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 1951224/0 ( 0.0%)
visdata [variable] 17595/16777216 ( 0.1%)
entdata [variable] 62921/393216 (16.0%)
LDR ambient table 1644/65536 6576/262144 ( 2.5%)
HDR ambient table 1644/65536 6576/262144 ( 2.5%)
LDR leaf ambient 1644/65536 46032/1835008 ( 2.5%)
HDR leaf ambient 4854/65536 135912/1835008 ( 7.4%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/8048 ( 0.0%)
pakfile [variable] 1811408/0 ( 0.0%)
physics [variable] 381761/4194304 ( 9.1%)
physics terrain [variable] 3982/1048576 ( 0.4%)

Level flags = 2

Total triangle count: 2580
Writing e:program files (x86)steamsteamappscommonportal 2sdk_contentmapschamber1.bsp
33 seconds elapsed


Wenn du map haben willst dann klick
>>>HIER<<<
[Beitrag wurde 1x editiert, zuletzt von Svendo am 24.07.2011, 23:01]
24.07.2011, 23:01 Uhr Anzeigen
# 6
Svendo  (111)
Nachricht offline
Thread-Starter
Headcrab
0 Punkte
Dabei seit: 23.07.2011
6 Beiträge
Hat sich erledigt einfach r_skybox_draw_last 0 in die console geschmissen. läuft
26.07.2011, 08:55 Uhr Anzeigen
# 7
Nobi-Knobi  (32)
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 22.03.2009
55 Beiträge
Wow, danke für die Info, das Problem hatte ich bei meiner map auch, man war das ne scheiße :D naja, ich hab den durchweg blauen drin xD der geht.. :P
13.08.2011, 16:37 Uhr Anzeigen
nach oben
7 Beiträge

Seiten (1):  [1]


Gehe zu:  feed_mini Beiträge: RSS, RSS2, ATOM

Sections:  HLP  Board  Mods  Steam      Games:  HL  Op4  HLBS  HL2  HL2:Ep1  HL2:Ep2  Prtl  TF2  TFC  CS  DoD  L4D  Gunman
    USER ONLINE 
Insgesamt sind 16 Benutzer online. Davon sind 0 registriert:
    SITE OPTIONS 
- Zu Favoriten hinzufügen
- Als Startseite festlegen (IE only)
- Fehler auf dieser Seite?